Samsara Room (Playtest von There is no Group): Unterschied zwischen den Versionen
Samsara Room (Playtest von There is no Group) (Quelltext anzeigen)
Version vom 27. Juni 2024, 14:00 Uhr
, 27 JuniLink zum Spiel eingefügt
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(4 dazwischenliegende Versionen von 2 Benutzern werden nicht angezeigt) | |||
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Dies ist ein '''Playtest-Report''' des Teams [[There is no Group]] für das [[Fach Game Design Fundamentals]]. | |||
== Playtest-Details == | |||
Spiel: [[Samsara Room]] | |||
Playtester: [[Die schrumpligen Pilze]] | |||
== Interview == | |||
=== Was hat den Spieler*innen gefallen? === | |||
Zwischen den Dimensionen hin und herwechseln zu können hat den Testern gut gefallen. | |||
Sehr komisch, aber interessant. | |||
Rätsel sind cool. | |||
Genügend Herausforderung. | |||
Alles ist miteinander verknüpft. | |||
Es macht anfangs keinen Sinn, weshalb man herausfinden will, wie es weitergeht. | |||
=== Was hat den Spieler*innen nicht gefallen? === | |||
Es gab keinerlei Tipps vom Spiel, was das Lösen der Rätsel teils sehr schwierig gestaltet. | |||
Manche Rätsel waren sehr schwer. | |||
Man weiß oft nicht wo man weitermachen soll. | |||
== Game Experience Questionnaire Resultat == | |||
Die Tabelle zeigt die Mittelwerte des [https://research.tue.nl/en/publications/the-game-experience-questionnaire Game Experience Questionnaire], die bei den einzelnen Fragen in den Playtests erzielt wurden. | |||
{| class="wikitable sortable" | |||
|- | |||
! Frage !! Statement !! Durchschnittlicher Wert | |||
|- | |||
| 1 || I felt content || 3,0 | |||
|- | |||
| 2 || I felt skilful || 1,6 | |||
|- | |||
| 3 || I was interested in the game's story || 2,3 | |||
|- | |||
| 4 || I thought it was fun || 3,3 | |||
|- | |||
| 5 || I was fully occupied with the game || 4,0 | |||
|- | |||
| 6 || I felt happy || 2,3 | |||
|- | |||
| 7 || It gave me a bad mood || 1,6 | |||
|- | |||
| 8 || I thought about other things || 0,3 | |||
|- | |||
| 9 || I found it tiresome || 1,0 | |||
|- | |||
| 10 || I felt competent || 2,0 | |||
|- | |||
| 11 || I thought it was hard || 2,0 | |||
|- | |||
| 12 || It was aesthetically pleasing || 3,3 | |||
|- | |||
| 13 || I forgot everything around me || 2,0 | |||
|- | |||
| 14 || I felt good || 2,3 | |||
|- | |||
| 15 || I was good at it || 1,6 | |||
|- | |||
| 16 || I felt bored || 0,3 | |||
|- | |||
| 17 || I felt successful || 1,6 | |||
|- | |||
| 18 || I felt imaginative || 0,6 | |||
|- | |||
| 19 || I felt that I could explore things || 2,3 | |||
|- | |||
| 20 || I enjoyed it || 2,6 | |||
|- | |||
| 21 || I was fast at reaching the game's targets || 2,0 | |||
|- | |||
| 22 || I felt annoyed || 2,0 | |||
|- | |||
| 23 || I felt pressured || 0,6 | |||
|- | |||
| 24 || I felt irritable || 2,0 | |||
|- | |||
| 25 || I lost track of time || 2,0 | |||
|- | |||
| 26 || I felt challenged || 3,6 | |||
|- | |||
| 27 || I found it impressive || 2,3 | |||
|- | |||
| 28 || I was deeply concentrated in the game || 3,6 | |||
|- | |||
| 29 || I felt frustrated || 1,6 | |||
|- | |||
| 30 || It felt like a rich experience|| 2,0 | |||
|- | |||
| 31 || I lost connection with the outside world || 2,0 | |||
|- | |||
| 32 || I felt time pressure || 0.6 | |||
|- | |||
| 33 || I had to put a lot of effort into it || 2,0 | |||
|} | |||
=== Auswertung der Komponenten === | |||
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf: | |||
* Competence (Fragen 2, 10, 15, 17 und 21): 1,76 | |||
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,1 | |||
* Flow (Fragen 5, 13, 25, 28 und 31): 2,72 | |||
* Tension/Annoyance (Fragen 22, 24 und 29): 1,9 | |||
* Challenge (Fragen 11, 23, 26, 32 und 33): 1,76 | |||
* Negative affect (Fragen 7, 8, 9 und 16): 0,8 | |||
* Positive affect (Fragen 1, 4, 6, 14 und 20): 2,7 | |||
[[Kategorie:Playtest]] | |||
[[Kategorie:Playtest im SS 2022]] |